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A list of all pages that have property "Maintenance Reason" with value "Section stub: Mention specifically whether butchering creates filth". Since there have been only a few results, also nearby values are displayed.

Showing below up to 26 results starting with #1.

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List of results

  • Biosculpter pod  + (Image wanted: [https://www.reddit.com/r/RimWorld/comments/phdtik/efficiently_tiling_biosculpture_pods/ Tesselation pattern like this] but nice screenshot/copyrights)
  • Orbital trade beacon  + (Section stub: If multiple powered & unroofed beacons are available, how do raids and trade ships pick which to use?)
  • User:Hordes/Mechanitor  + (Stub: Missing lots of the basic mechanics - Linking, unlinking, disassembly etc.)
  • Mechanoid creation  + (Significant overlap, search optimisation)
  • Slab bed  + (Section stub: Is it +4 like a spot, +8 like a normal bed, or something else?)
  • Slab double bed  + (Section stub: Is it +4 like a spot, +8 like a normal bed, or something else?)
  • Ancient bed  + (Image wanted: Colored image)
  • Twisted meat  + (Stub: General, also verify that the right image is used between a b and c - it should match the icon used in the side bar/recipes/etc)
  • Raider  + (Rewrite: 1) Convert linked spreadsheet to wiki, and update as is many versions out of date. 2) Addiction drug carrying mechanics)
  • Weapons  + (Section stub: Needs to be double checked aSection stub: Needs to be double checked and what happens at ranges beyond 40 tiles for weapon accuracy? Where is body size of target applied? Also [[Ideoligion#Combat_in_darkness|Combat in Darkness]] precept effect needs info. Also [[Genes#Nearsighted]] info? Also ShootingAccuracyChildFactor (verify in game, not just xml)ChildFactor (verify in game, not just xml))
  • Environment  + (Section stub: 1) Relationship between lighSection stub: 1) Relationship between light % and plant growth speed e.g. Tinctoria grows so slow in normal soil under torch light that it rots before it grows enough to harvest 2) Effects of [[Dark vision]] and [[Ideoligion#Lighting|Lighting:Darkness preferred]] on mentioned stat and mood penalties[[Ideoligion#Lighting|Lighting:Darkness preferred]] on mentioned stat and mood penalties)
  • Roof  + (Stub: Needs to cover both natural and consStub: Needs to cover both natural and constructed roofs, and has information that should be combined from several sources, inc the Orders pages, [[mountain]] etc.Transclude the orders/zones onto the page and discuss them, and expand analysis of things like roof drop traps. Work to make things like roof drop traps. Work to make)
  • Fire  + (Stub: Mechanics and numbers (heat production / fire spread / etc.). See also [[Damage Types#Flame|Flame Damage]])
  • Beam graser  + (Section stub: MEchanical specifics. Shield interaction. Also, can it damage mechs? Is there a difference between main targets and side targets? (including if mechs as side targets can be hit))
  • Denture  + (Section stub: Many check tags to be resolved - stat impacts are before the addition of the tongue and the change in body part importance and need verification)
  • Health  + (Section stub: Many other hediffs cause pain or change pain factors. Also injury mechanics. Also how is PainFactor applied? Is it exactly the same as a post factor for other capacities? Math section on final calculation is needed.)
  • Pain  + (Section stub: Many other hediffs cause pain or change pain factors. Also injury mechanics. Also how is PainFactor applied? Is it exactly the same as a post factor for other capacities? Math section on final calculation is needed.)
  • Damage Types  + (Stub: Add biotech damage types. Need breakdown of remaining damage types)
  • Mental break  + (Rewrite: 1) Which breaks are "aggressive" Rewrite: 1) Which breaks are "aggressive" or "violent" and thus affected by [[Dead calm]]/[[Hyper-aggressive]]/[[Aggressive]] - information should be linked to or replicated on [[Genes]] 2) Needs information on non-mood based breaks - e.g. drugs, psychic breakdown, ailments etc. In game times - Days easier to parse than 10000s of ticks. Also needs Biotech mental breaks e.g. Fleeing fire.s Biotech mental breaks e.g. Fleeing fire.)
  • Venom talon  + (Section stub: Mechanical details should be moved out of other sections, into these sections, and expanded upon.)
  • Menus  + (Section stub: All of these sections are wordy and should be made new pages that redirect)
  • Dye  + (Section stub: Mechanics - color preferences and ideo preferences (rough - can summarize and link to [[styling station]]), painting etc.)
  • Beauty  + (Section stub: Mechanics of indoor/outdoor beauty divides - what is classified as as indoors? Not a room, not a roofed room, etc?)
  • Death acidifier  + (Section stub: Mechanics with how chemical burns are applied. Also chance of destruction on failed operation.)
  • Anima tree  + (Section stub: Meditation is recreation. How much etc)
  • Butcher table  + (Section stub: Mention specifically whether butchering creates filth)
  • Bonsai pot  + (Section stub: Missing detail on effective fertility, how to use, etc.)
  • Bionic jaw  + (Section stub: Talking and Eating importance/caps are wrong on the capacity pages. The actual desc needs to be implemented there and explained here,)
  • Flesh tentacle  + (Stub:)
  • Lab coat  + (Section stub: Missing)
  • Social  + (Section stub: Exact Values need to be confirmed, list likely missing affecting thoughts. Stacking mechanics summary needed. Clarification that net beauty is important. Consider transclusion of [[Beauty (Pawn)]])
  • Shard beacon  + (Stub:)
  • Piano  + (Section stub: 1) Has almost no information about unique mechanics 2) Titles information)
  • Ship landing beacon  + (Section stub: Detail - e.g. which quests specifically)
  • Archotech leg  + (Section stub: Missing analysis)
  • Harpsichord  + (Section stub: 1) Has almost no information about unique mechanics 2) Titles information)
  • Shuttle  + (Properties, details, avoid confusion re: the (lack of) causative link between damaging/killing normal shuttles and crashed variants)
  • Beam graser  + (Section stub: MEchanical specifics. Shield interaction. Also, can it damage mechs? Is there a difference between main targets and side targets? (including if mechs as side targets can be hit))
  • Burnbong  + (Section stub: General, also specify whether it can be activated outside of the ritual. Hard numbers on the smokeleaf cloud effects would also be better than approximations)
  • Needle launcher  + (Section stub: Missing summary)
  • Morbid slab (broad)  + (Stub: General)
  • Morbid slab (medium)  + (Stub: General)
  • Animalist slab (broad)  + (Stub: General)
  • Animalist slab (medium)  + (Stub: General)
  • Rustic rug (medium)  + (Stub: General)
  • Spikecore floor-star (medium)  + (Stub: General)
  • Totemic slab (medium)  + (Stub: General)
  • Totemic slab (broad)  + (Stub: General)
  • Rustic rug (broad)  + (Stub: General)
  • Mech gestation processor  + (Section stub: See other bionics)
  • Bioferrite shaper  + (Section stub: Work type, any special bills, verify content etc.)